Update 0.4.2 Release notes & Progress on Night 5/6

Try To Fall Asleep

John Herrin survived a horrible accident, damaging his brain and memory. Through falling asleep, he can rediscover his unfortunate past in his dreams, but due to his brain damage he'll start to see visions and hallucinations, and falling asleep won't be as easy as it seems at first...

Good evening players, Tonight we're releasing a new update for "Try to Fall Asleep"! For more details, here are the release notes for update 0.4.2... [h1]Main menu[/h1] [h2]Extras menu[/h2] Once you complete all 4 nights, you'll unlock a new "EXTRAS" menu. [img]{STEAM_CLAN_IMAGE}/31886949/96022d1984ddba62352c2daaae3552c127285f5b.png[/img] [img]{STEAM_CLAN_IMAGE}/31886949/95630ac8474e2e0d3c7564a5bfc4712c59714067.png[/img] In this new Extras menu, you can access the "TAPE ARCHIVE", which contains the 3 LUC1D tapes as well as the supercut of the Okarell notes from Night 4. More options for the Extras menu will be added later down the road. [img]{STEAM_CLAN_IMAGE}/31886949/5398ccab156fa03c50c1ed03a90c12ee44c2b3f1.png[/img] Additionally, we added a new option in the settings menu to set the FPS target for the game. This will allow to limit the performance of the game for cases where the game was draining too much performance on the running PC. [h1]Sleeping segments[/h1] [list] [*] Updated lighting and adjusted jumpscare animations for all monsters. Now they are more menacing and will look better as hallucinations. [img]{STEAM_CLAN_IMAGE}/31886949/826756de3c13e161a0a444384cb346b26914935c.png[/img] [*] Completely remade the blanket model and added some cloth physics. Check out how it moves! [img]{STEAM_CLAN_IMAGE}/31886949/3d7c3ee4cfa2a56927364d8828d8e4b1b4263cea.gif[/img] [*] Added a cooldown timer for events that occur when the player opens his eyes. This will hugely improve the difficulty balance for the later nights. [/list] [h1]Dreaming segments[/h1] [list] [*] Increased the text size for subtitles. [*] Small map adjustments and added detail in the main lab building. [*] In the 4th dream, improved the monster sound mixing, so it becomes clearer where the monster is at any given time. Additionally, monsters will react to your footsteps sounds rather than on your movement. [*] In the 4th dream, improved the ground detail. [/list] [h1]Progress on Night 5&6[/h1] The new location for the falling asleep segments is close to being finished. It still needs a few polishes here and there, but after those are sorted out, we will start to work on some new crazy spooky hallucinations. [img]{STEAM_CLAN_IMAGE}/31886949/0671d1801321d0eb74a61796d66b70bc17ce2cfa.png[/img] For the dreaming segments - we still need to conduct a few playtests to adjust a few values for the 5th night, but in terms of gameplay, night 5 is playable from start to finish. What's left to add are 2 cutscenes, some minor sound mixing adjustments and all voice acting, which still needs to be recorded and implemented in the 5th night. Night 6 is also well into production. We've basically finalized the progression and main contents of the 6th night, many scenes/levels have moving past the "greybox" phase and are in the process of being fully realized. The 6th night is shaping up to be one hell of a night! Regarding an approximate release date - we're not ready to provide any dates yet, because there are still too many factors which could sway the dates one or the other way around. The least we can say is that we are aiming to finish this game in the upcoming year. Once we can get the 6th night to a state where it can be played from start to finish, we'll be able to give realistic estimates for the full release. And that's it for this update! If you find anything else or have some other suggestions/feedback, feel free to share them it in the "General feedback thread". Good night! AD team